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Found 69 results

  1. Clear VDB Cache after each frame

    Hi, I was wondering if you guys know a good way to clear caches after each frame so the available memory doesnt cause a crash, because its still full from the frame gefore.
  2. Flattening mesh with RaySOP

    Hey Odforce, first time poster here. I am having a difficult time flattening my polygonal mesh to a flat surface using the ray sop. My goal is to have a flat mesh having the same shape my mesh had previous to the ray sop, but everything i can handle to create is this "squeezed" mesh as seen on the screenshot. I tried using the Project geometry node but couldnt get it to work either.
  3. Hello guys. I was wondering how to get the uv's from a rest position (time shift to frame 1) to a deofrming mesh. Otherwise my uvunwrap flicckers and calculates each frame which is not okay. Thanks a lot. P.D: Point number doesnt change.
  4. I saw this video and wanted to replicate the effect for myself for and up coming project, and I wonder if I could get the effect to wrap around a poly surface or mesh.
  5. Hi everyone!!! Started to study houdini. I have separate elements with velocity setup as I want, but couldn't find a way to add any one of them to drive flip fluid. How can I add a velocity of the mesh or curve or the volume to the flip fluid? Or maybe someone can share a tutorial about how it works? In the end trying to create a chocolate swirl or vortex. Thanks.
  6. Hey All! Currently I'm almost a month in now, trying to accomplish something inside houdini as a complete newbie. I was hoping there would be someone out here that has the knowledge to help me out a bit. Every tip is a helpful one for me at this stage entering the amazing world of houdini! So this is what I'm trying to accomplish. I'm trying to simulate a logo inside a big bath full of chocolate that slowly sinks down and drowns in the thick, viscous fluid. I got everything set up with an ocean source, narrow band particle sim and got everything cached. It looks pretty fine, until I continue to the meshing part. I've already spent quite some time trying to get to know the particle meshing tools inside of houdini, and for this case the best one turns out to be the workflow using the VDB toolset (since It gives me the most flicker free results). It get's pretty smooth as well, and I can give it a final smooth using a normals node, followed by a attribute blur that blurs out the point normals. Now comes the part where I'm getting stuck: I'd like to export this to another 3D application. In this case Cinema 4D. But unfortunately, I can't seem to figure out a way to transfer over these smoothed normals to an alembic file. What could I do to render out the pretty result in cinema, like I'm getting in houdini? Thanks a bunch in advance guys! I already learned A LOT from all the crazy talented people on this forum, so thanks a ton for that already. Stay safe,
  7. Hi. Thanks for clicking. [particle fluid surface] I'm making mash with nodes. However, there is a flickering phenomenon in the shape of growing. Can I solve this? I need your help. particle_fluid.hip particle_fluid.mp4
  8. Modeler 2020

    Product link: https://gum.co/KYCgR What's new: 1. The Modeler core has been completely rewritten. Performance, stability and UX are improved. 2. A hotkey system has been created. Hotkeys are now configured in a separate editor (Hotkeys shelf tool). The editor allows you to quickly configure keyboard and mouse shortcuts. Unlike other modeling programs, you can now associate any tool with any combination of keys or mouse actions. In a similar way, the mouse and keyboard are configured in Nevercenter Silo, but unlike Silo, there are no restrictions here. That is, you can assign absolutely any tool to the mouse. On the other hand, mouse tools such as interactive selection can also be assigned to keyboard shortcuts. Also, unlike the standard Houdini behavior in Modeler, you can use the additional two mouse keys X1 and X2 (Ctrl+X1, Shift+Ctrl+X2 etc). The Hotkeys editor has two default mouse layouts: 1. Standard - that works just like DM and the previous Modeler version - LMB to select items and MMB to drag them 2. Pro - which allows us to select geometry components with RMB and drag with LMB. MMB used to select invisible items too. 3. The interactive state system (add-on for Python States) has been rewritten from scratch. Many tools have become more interactive and have the ability to customize the node in the viewport. In addition, you can quickly create custom interactive python tools for your own HDAs. The mouse wheel now works more universally. In many nodes, the wheel allows you to change the Uniform Scale parameter. List of nodes that now use state tools: Soft Boolean, Insert Mesh, QPrimitive, Array, Hose, Bevel, Extrude, Bridge, Set Flow, Smooth Points, Thickness, View Deform. 4. Retopology tools (Topo category) have been redesigned. TopoDraw tool (Alt+A) allows you to quickly draw poly patches on the reference geometry. It has an ability to snap to existing geometry. Topo mode (Alt+T) now packs the reference model. This speeds up the entire process of retopology with millions of faces. The Push tool now works in the Topo mode, which allows you to get the desired result even faster. In addition, the Push tool has improved performance and stability. 5. The Insert Mesh SOP was redone from scratch. It has interactive tuning, better performance, and more accurate results thanks to improved normals. 6. The Deform menu was merged with the Align menu and renamed to Transform Menu (Z). 7. The Relax tool renamed to Smooth. The tool is completely redesigned and takes advantage of Python States. Using the Smooth tool, you can smooth points or polygons in a standard way. On the other hand, the edges are smoothed as separate curves. Combined with interactive enhancements, the tool allows you to quickly fix messy areas. 8. Tools that create modeling nodes were removed from the Modeler shelf. Only general tools are now on the shelf. Direct modeling tools are now called from the Modeler mode. Added shelf tools: Delete Node, Merge Nodes, Stash History, Pack History, Clean History и Delete Attribs 9. Added a new tool Repeat Node Parms that allows you to apply settings from previously created nodes of the current tree 10. ToolsPanel (spacebar) renamed to Launcher. Launcher tools have been re-sorted and have a new Mouse section for interactive tools like selection or dragging 11. For Bevel, Bridge, Extrude and Smooth tools separate nodes were created 12. Bevel, Extrude, Inset, Smooth, Thickness hotkeys can work as sticky keys. That is, the call of a hotkey, for example, of the Extrude tool, leads to an instant change of the extrusion value before releasing the key. 13. Added Inset tool that uses Extrude SOP. In contrast to the Extrude tool, the first time you start Inset, you can change the inset with LMB. 14. The Lattice tool removed. It is now replaced by improved View 4 and View 9 (View Deform) from the Transform menu (Z) 15. Tools for a quick preview of the subdivided geometry were created: Preview Subdivide (Alt+1) и Preview Subdivide Wire (Alt+2). Standard viewport subdivision and instance subdivision (Symmetrize Tool) ar assigned to Alt+3 и Alt+4 respectivelly. 16. Select By Normals mode (6) allows you to select components based on normals 17. Local transformation tools have been added to the Transform menu: Local Move, Local Rotate и Local Scale 18. An Extend (Y) tool. This add-on to the Extrude tool allows you to quickly extrude edges and polygons using handles. 19. The Bridge Connected tool returned from the DM package 20. Slice, Clip and Mirror tools have the ability to set the initial origin based on points selection center 21. On the next call, the Delete tool changes the node so that it deletes unselected geometry. 22. The KitBash tool now offers to automatically create a KitBash panel if it is not created 23. Shift+Double Click can now replace the geometry of the current Insert Mesh SOP with the geometry from the KitBash panel 24. Combine and Boolean now offer to select nodes at the object level if the tool was launched inside the SOP container 25. Set Flow creates more accurate geometry in unusual situations. 26. Added a Point Weld tool (Alt+W) for interactive point stitching 27. The Soft Boolean SOP can be configured interactively. It also has a slightly improved performance. 28. Collapse History (Left) renamed to Pack History 29. Many tools are assigned to new hotkeys. The ToggleCompass tool is now called with the Backspace key. 30. The Edit Mesh shelf tool now renamed to Modeler 31. Modeler now moved to the package Houdini system instead of using houdini.env
  9. Hey guys, I have a vellum setup in dops where I'm dropping gummies. So far, to replace vellum geo, I used a point deform, that worked when I had same mesh as input in vellum and point deform, but on Dops I'm emitting 1 gummie after 10 frames, so not sure how to approach this. I tried using this expression $FF%10==1 in the timeshift for the point deform, but isn't working since doesn't take all the other dop meshes. I also tried some stuff in a sop solver within Dops with no luck Any tip to get a original uv mesh in this kind of setup will be super helpful Thanks!
  10. Good morning ODFROCE, I come from Blender so I am quite new in Houdini. There is this tool within Blender´s "tissue" addon called "Object: Area", which sort of calculates object weights depending on its volume. This comes very handy when dealing with particles, instances... I am sure Houdini has something similar but I havent been able to find it. I would appreciate if someone could show me the way. Thank you very much!!! zebra.
  11. hey guys. I'm a little in trouble. Arnold mesh light doesn't work well though I've tried it in the documentation and the topics here. Attach hip data. What is the problem? meshlight_test.hip
  12. Hey everyone! I have a simple hiRes flip simulation with a boat, but I can't mesh it properly. On random frames the middle part is disappears, and I have no idea why. I managed to figure it out it's somehow coming from the Flattening Geometry option but I couldn't solve the problem. Do you have any ideas?
  13. Modeler 1.0

    Modeler 1.0 for Houdini released! Free for all the DM 2.* users. $70 for the DM 1.* users. https://gum.co/xKBKM What's new: 1. DM now renamed to Modeler 1.0 2. new feature: the DM menu (Z hotkey) has been replaced with a new alignment menu where you can use tools for fast and accurate transformation. The menu includes the whole set of tools for working with a compass, geometry centring, quick flattening with gestures and many other transformation tools. Use the hotkeys for the tools of the old DM menu. 3. new feature: Deform Menu (N hotkey) with lots of interactive deformation tools including a new Lattice tool 4. new feature: MODELER_PICK_STYLE environment variable allows to override Modeler startup selection pick style. Add it to the houdini.env file. Use "Box", "Lasso", "Brush" or "Laser" values, then restart Houdini. 5. new feature: the hard and soft boolean tools are now combined in a new menu called Boolean (J hotkey) 6. new feature: a Fix Curves tool helps get rid of broken lines in open polygons. This helps when beveling corners of open polygons. 7. new feature: a Select Curves tool helps to select open polygons (curves) in the model 8. improvement: now some tools can create curves and process them. For example, the Extrude tool can produce lines from selected points. The Collapse tool can flatten open polygons (curves). The Connect tool can be used to cut a segment between two selected points or connect two open faces. The Push tool now properly moves points in open faces. 9. improvement: the RMB menu of the Push tool has a new item Toggle Connectivity, which allows you to move points, capturing the points of other closed pieces 10. improvement: the Push tool now works slightly faster 11. improvement: the Push tool can now slide point with Ctrl+MMB 12. improvement: the mouse and keyboard shortcuts of the Push tool have been completely redone 13. improvement: if nothing is selected, the Hose tool searches for all the curves in the current geometry 14. improvement: a Group parm added to the Hose Tool. Can be used in conjunction with a result of the Duplicate tool 15. improvement: Hose now creates straight edges tube if the Resample Curve set to zero value 16. improvement: Geometry Library renamed to KitBash and works only as the python panel 17. improvement: KitBash replace feature now doesn't update the item icon 18. improvement: Tools Panel now has a new category KitBash with tools for working with the library items. Now you can create, save, overwrite and update icons faster, without actually working in the KitBash panel 19. improvement: volatile edge sliding now does not require explicit movement of the mouse pointer to the edges 20. improvement: volatile edge sliding now can be used to slide points and faces 21. improvement: Fix Overlaps can now use face groups 22. improvement: Duplicate applied to edges now creates a curve in the current geometry object 23. improvement: the Resymmetry tool now works slightly better. The Tollerance parameter is no longer saved between nodes (). This allows you to not change the position of the seam points. 24. improvement: mouse wheel manipulation in various tools has been improved 25. improvement: new simple box type has been added to the QPrimitive HDA 26. improvement: Tools Panel now has a more logical structure for faster access to popular tools 27. improvement: the Modeler shelf was fully revisited 28. improvement: the Walk History Up and Walk History Down tools (Up and Down hotkeys) now work more interactively when traveling through nodes with more than one input or output. 29. improvement: the Select By Shells tools was replaced with a new Convert To Shells tool (Ctrl+1) 30. improvement: double-clicking with LMB in the viewport is completely revisited. Now you can jump to objects level by double-clicking LMB in an empty space. Clicking on a geometry allows you to quickly switch between objects. If you are in a certain state, double-clicking activates the selection mode. All these improvements speed up the modeling process. 31. improvement: the deformation tools (Size, Ramp, View) now have the fixed blend feature. The transition between the deformable points and the undeformable part looks more correct. 32. fix: Hose now orients rings copies correctly 33. fix: Slice, Mirror and Cut tools now set correct geometry center on tool activation 34. fix: JumpUp and JumpDown tools does not work when Compass is active 35. fix: QLight now works properly if you run it from the orthographic viewport 36. fix: sometimes camera movement with Alt did not work after a mouse click 37. Lots of tools have changed hotkeys. Look at Tools Panel for more details. 38. Python code has been revisited 39. Documentation has become more detailed 40. Overall speed improvement 41. Other improvements Works only in Houdini 18. Use build >= 18.0.346
  14. Growth Systems

    I originally made a post in in the WIP section, but have finalised a selection of images that demonstrate the extent of the project at this particular time. Hope to get some tips, speculation and direction . The work started with an idea of looking into systems of growth and the procedural simulation of that growth. The question of landscape surveillance and 'fertility' arose - can a landscape (or object) topology be evaluated for growth? In this case the landscape would be a scanned model of a terrain, converted from pointcloud to mesh data and thus reinterpreted as a topology of points and primitives with certain inherent attributes: Position (vector), Normals (vector), and curvature (scalar) predominantly. The simulation can then search for 'flatness' and eliminate areas of surface beyond a limit of acceptability. The surface is then displaced whilst maintaining ties to the remainder, this seemed to mirror a process not too dissimilar to inflation (although much more noisy and undefined), always using the retopologised mesh (and thus recalculated attributes) as a driver for the next frame of growth. Generated or grown form is evaluated through a series of spatial explorations with particular functional characteristics in mind. Much like a single-surface-landscape produces the massing for proposed architectural volumes, these volumes are then reinterpreted as single-surface forms that morph into a typology of architecture defined by certain rules. The primary purpose of the interior volume is to house the program of an architecture. The height of the form is predetermined in the procedural algorithm of massing to produce volumes within a range of heights (for example between 3 and 20 meters). The nature of the form suggests an architectural language of evaluated skin as a means of facilitating architectural space. This is then differentiated to provide for the various requirements of a space of production - for example: how can the floor surface serve as a platform for plant growth; how can the side envelope serve as a mediator of thermal comfort; etc? A. There is a desired differentiation between roof and side envelope - key factors to be considered are the issues of transparency in form for light to enter the space below and the capacity to drain rainwater or melting snow. B. An impression of uniformly distributed structural frames is suggested as a method of holding up a dressing of skin not too dissimilar to ideas of bone to muscle tissue connections. C. The form is interpreted as a skin multi-functional, multi-material character. There is a desire for a thermal envelope mixed with porous characteristics that allow for breathability within the interior environment, light, and mediation from the harsh external environment. The following images are all excerpts of a fully procedural exercise; all grown; but in various stages of development of the same system.
  15. Hi all, I have set up a tool that takes an input mesh and performs an operation that writes new vertex color to this mesh. I am looking for a way for the HDA asset inside unreal to take the input mesh and overwrite the vertex colors of that specific instance in the world is this an achievable effect? Thanks all, Dom
  16. Mesh Reveal

    How to reveal mesh using polygon i want to reveal my mesh followed by animated polygon as shown in the image thnkx Rnd_Hand.hipnc body.obj
  17. Does anyone know if it is possible in H to conform one humanoid mesh to another? I'm really looking for a procedural method for aligning dimensions and orientation of a destination mesh with a base reference source mesh. I don't think I need a morph SOP, because the destination needs to retain some (or perhaps most) of its own identity, but needs to conform the general object space that the source mesh occupies. Blender offers a sort of shrink wrap function that projects vertices from source to destination, but I'm not convinced this will do what I'm after. Any ideas on this from the community? Just a point in a general direction would be a good help. I'm quite new to H, so I know there is a steep hill ahead and I've got my hiking boots on! Thanks.
  18. Hi guys. I recently wacthed Fifty50 tutorial making a infection effect and now I'm trying to mesh the points but I couldn't achieve a better quality result. Btw I'm pretty new to houdini :{ My currently setup after points is Volume Rasterize Attributes> Vdb Smooth> ConvertVdb to polygons. Are there a better way to mesh those points? hip file attached, thank you in advance guys. RnD_Infection.v01.hip 001_Pedestal_high_poly.FBX
  19. I want To make this kind of Growth Simulation
  20. Hi wizards! Im struggling with a problem, that when i thought about it i thought it was really easy to solve, but nope! haha So, we did a character inhouse, sent to a guy (rigger/animator), he did his own rig, animated the character and sent us back an alembic ready to render. The issue: the animation is fine but there were a minor changes on the model. This guy went on holidays for a month, so we don't have his rig setup. Now, we took the model in the first frame, we moved some points in zbrush to match the feedback and took it back to houdini to check that all the point number and polycount are the same. The question: - Is there a way to take this new model (same point number, same polycount), transfer somehow the new point position and apply the animation from the wrong model to it? I made a dummie scene of situation, i would really appreciate if someone can help me with this! I will keep working on a solution but maybe u already faced this problem before! Thanks guys! alembic-replace.zip
  21. Mesh from Lines (leaf)

    Sup guys, What would be the best way to create a mesh from these lines? Scene file attached Leaf_v0102.hip
  22. Hi everyone, i got a question and can't figure a way out. Imagine a bottle, and a mesh that perfectly fits into that bottle. I want to convert the mesh into a flip fluid and when i turn on gravity i want it to be as big as before. So my bottle is filled. The reason why i want that, is that I have a drop coming from above and falling into that bottle. When it collides with the fluid inside the bottle, I want a little splash and then the sim is done. How can i get a filled bottle that stays filled after I turn on the Sim. Maybe someone got the same problem or a solution, but i can't get my head around it! Thanks and Cheers!
  23. Is there a way to confine particles to a mesh? I've attached an example of how I'd like to be able to get the lava to flow down the side of a volcano. The paths are just curves converted to meshes to show the flow path.. In trying to get the particles to follow a mesh, I detached a part of the volcano in Max, then imported it into Houdini. Treating it as a collider, the particles just collide and randomly fall off the mesh. Is thee a node or a network in Houdini that allow particles to be confined to a mesh and flow within it?
  24. remesh fluid sim

    hey! I'm looking into remeshing a flip mesh to constraint it to a particular topology, so basically I want to project a given grid vertically into a flip mesh surface. I think I can do it via the ray sop but I can't seems to find the right way
  25. I use Houdini to design parts for 3D printing. The requirement for 3D printing is manifold geometry ("watertight" models, no single edges, no "T" connections between polys etc). I have a polygonal object, the result of many Boolean operations. From my, human view, it looks "watertight": it's a polygonal shell that encloses a definite region in space, with no holes. But my slicing software (Simplify3D) gives me "non-manifold" verdict, high-lighting in red many of the Boolean'd edges. Is there some way in Houdini (SOP or OTL) to cleanly rebuild a mesh from scratch (based on an existing mesh) and clean it up for 3D printing? For example, turn it into a point cloud, then I, as a human, could provide the software with clues where "inside" and "outside" is (e.g. by creating points and defining them as "inside" and "outside" the model. The SOP or OTL would then rebuild all polys in a way that creates a consistent, clean mesh. I tried the PolyDoctor SOP and turned most of its "Repair" options on, but it didn't do anything useful.